*Has much faster lock-on time than [[Rail Gun]], taking only 0.01s to acquire the target.

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*The lock-on system, compare to [[Rail Gun]]:

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**Has much faster target-acquiring time, taking only 0.01s to lock-on.

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**Will lock-on on injured teammates.

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**Most importantly - barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on ZED's vulnerable body parts if player aims directly at this ZED (the Rail Gun, however, will lock on ZED even if there will be small gap between ZED's location and player's aiming point).

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**Once locked on, has two times longer time to keep it active after putting sights away from the ZED (0.4s vs Rail Gun's 0.2s).

*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''.

*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''.

*Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

*Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

The HRG Incision is the Field Medic'stier 4 weapon. It is a modified version of Sharpshooter's Rail Gun built around concept of supporting player's team with both - healing and fire power. Unlike other Field Medic's weapons, healing darts of the HRG Incision are capable of causing moderate damage to ZEDs at the same time carrying wide variety of incapacitation methods - knockdown, stumble, EMP, gun and melee hits.

Most importantly - barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on ZED's vulnerable body parts if player aims directly at this ZED (the Rail Gun, however, will lock on ZED even if there will be small gap between ZED's location and player's aiming point).

Once locked on, has two times longer time to keep it active after putting sights away from the ZED (0.4s vs Rail Gun's 0.2s).

With Acidic Rounds skill this weapon applies 200 points of the poison power with every DOT tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from Acidic Rounds.

Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

Strategy

Effectively grants player an infinite ammunition when attacking ZEDs with healing darts, with rate of fire limited by dart's recharge speed.
Quite effective with the Acidic Rounds skill due to its high per-projectile damage.